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Feb 24 2011, 01:08 PM Post #1 | |
![]() The master of cut retort Posts: 239 From: Warsaw, PL Joined: 21-July 10 | Cop Bikers Overhaul 1.0 Overhaul? Huh? By default, GTA SA has unique cop model for each city. However, there's only one cop biker for whole state. It has a bit of nonsense, as his model name apparently tells that is a LS biker. Also, Rockstar left in gta3.img two fully usable models of bikers for SF and LV. Why not make them usable? This mod (or rather, this plugin) adds them to the city, as they should be placed, according to their names. Believe me or not, that mod doesn't spawn cops by itself, only hacks the EXE routines. However, you even don't have to believe me, as mod is open sourced This mod is compatible with the CLEO 3/4 Libraries found here: http://cleo.sannybuilder.com/ Put cbo.cs in GTA San Andreas\CLEO directory and peds.ide in GTA San Andreas\data directory to install the mod. If your peds.ide file is modified, add mod lines by yourself by pasting them below #---ADD NEW PEDS HERE line. You have to paste these two lines: CODE 272, sfpdm1, sfpdm1, COP, STAT_COP, swat, 1FFF, 0, null, 9,9, PED_TYPE_EMG,VOICE_EMG_MCOP1 ,VOICE_EMG_MCOP6 273, lvpdm1, lvpdm1, COP, STAT_COP, swat, 1FFF, 0, null, 9,9, PED_TYPE_EMG,VOICE_EMG_MCOP1 ,VOICE_EMG_MCOP6 You don't have to worry about cop models, as they are in all SA copies in gta3.img archive, just unused. Screenshots: ![]() Two SF bikers. ![]() Annoyed LV biker chases poor taxi driver (running on GTA: The '95 Story mod). Download: Click here Known bugs: As mod modifies several hardcoded routines, it might crash on some EXE versions (1.0 US HOODLUM and Compact are tested and bug free). Contact me if you have any problems with it. |
Feb 24 2011, 01:14 PM Post #2 | |
![]() Coding like a Rockstar! Posts: 1,468 From: ??? Joined: 28-May 09 | Wow, took about ~2 full days but it's finally finished I might actually bother to install a non-ASI mod for once... It's odd how Rockstar couldn't spare 2 minutes to spawn these. -------------------- | CLEO 4.3.22 | A?i?a?o?3D | UI SDK | Black Market Mod 1.0.1 | GInput 0.3 | Cheat Keyboard | Tactile Cheat Activation | Stream Ini Extender 0.7 | SuperVars | ScrDebug | Vigilante Justice: San Andreas | |
Feb 24 2011, 04:58 PM Post #3 | |
Ameteur Member Posts: 54 Joined: 8-January 11 | Thanks for the source code, it's very interesting to analyze. And i'm definitely include this mod to my own SA build. |
Feb 24 2011, 09:53 PM Post #4 | |
Ameteur Member Posts: 38 Joined: 16-January 11 | Nicely done SilentPL, as always Thanks for the source code, it's very interesting to analyze. And i'm definitely include this mod to my own SA build. Thanks for the link This post has been edited by methodunderg: Feb 24 2011, 09:54 PM |
Feb 25 2011, 03:08 AM Post #5 | |
![]() Devil's Advocate Posts: 413 From: CA US Joined: 26-July 09 | Nice! I never even knew those models existed lol. -------------------- |
Feb 27 2011, 02:04 PM Post #6 | |
![]() In motus... Posts: 361 From: Portugal Joined: 28-May 09 | Adler; these were beta models. Anyway nice job guys, the masters of scripting always amazing people. |
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